This Blog is for advertising updates for the "Soup for the Sinful Soul" mod that is created for Sins of a Solar Empire.

 

Mad Scientist Mod

v2.5 Entrenchment Edition

ModDB Page

Support Email: madscientistmod@hotmail.com

New Technology Count: 94

New Plantary Ability Count: 30

 

MODS INCLUDED

1) Sins Plus v1.3 by Uzii (Modified)

2) Volumetric Explosions & Damage Effects ver. 1.12

3) Bailknights Graphic Mod v1.1

The mod is now available to modders to use in their own creations.  All that I ask is that proper credit is given.

Current changes:

New Opening Theme Song:  O' Fortuna:  a song that I believe gets the blood pumping without taking away any of the atmosphere of the game.

Retroactive Researching:  Reorganized the research benefits to give more sway to those with technological superiority against those of numerical superiority.  All technologies that require previous research in the same exact subject have been changed, such as a laser damage tech that requires a previous laser damage tech.  The game orignally gave the same bonus to both techs, usually 5%, and even though the second tech cost more to research, you still only squeezed out the same damage increase of the cheeper tech. For example

Tech 1: 5% damage increase

Tech 2: 5% damage increase

Tech 3: 5% damage increase

Tech 4: 5% damage increase

What I have changed is that I have made such researches retroactive in that the further you progress in that line the greater the bonus you receave per tech.  The formula I used is (current bonus + previous bonus=New current bonus)  So lets see that example again with the changes.

Tech 1: 5% damage increase

Tech 2: (5+5)10% damage increase

Tech 3: (5+10)15% damage increase

Tech 4: (5+15)20% damage increase.

I did this change for not only for weapons but all areas.  The techs in which this applys includes: Weapon Damage, Weapon Recharge Rates, Shields, Hulls, Antimatter, Armor, Trade, Resources, Planet Population, Culture, and maybe one or two I can't remember.  Note that this make certain aspects of the game you may have not concidered a threat much more powerful, such as enemy culture spread.

Fleet Tree Reorganized:  I have reorganized the Fleet Tree to accept additional technologies to be researched.  Note that any technologies I place in there will be able to be researched using both the military and civilian research stations.

Defense Techs Moved:  While doing the Retroactive Researching protion of the mod I fully realized that civilizations that progressed heavily in the non-combat research fields would basically stand little chance against the military minded civilizations as they would be easily destroyed.  In order to help prevent this I have moved the defense technologies from the combat tree to the fleet tree to allow all to research them.

New Techs Added To Military Tree: With the void now in the combat research tree I needed to come up with new technologies to fill it in, and with defenses now in the fleet tree but what else to put in there but more firepower.  All races now have added technologes that increase the rate of fire of all their weapons.  The bonuses here are also retroactive and if you research one weapon to its fullest, you will be pumping out an impressive 2x the rounds in the time span (100% increase)

Upgradeable Hanger Squads:  This change will allow you to upgrade your defense hanger fighters per squad.  It will be placed in the fleet tree along with the standard hanger defense tech that unlocks it so it is available for both research fields.  Both TEC and Vasari will be able to add a total of 18 fighters to their hangers through research (.5/.5==1.5/1.5==2.5/2.5) x2 squads and because the Advent already had a tech that did this I deleted it and the will be able to add a total of 24 fighters (1/1==2/2==3/3)

Required Weapon Platform Research:  Because the Hanger Defense is now available to both research trees, I am going to make the Defense Platforms (Gauss for TEC, Beam for Advent, and Missile for Vasari) a required research within the military tech tree.  Note that this will make it so one can no longer build defensive structures without the proper research.

Added Elements from the Sins Plus By Uzii (Modified):  I have added certain additional planets from the Sins Plus mod into this one.  The following Planets are now included within this mod:  Urban--Paradise--Industrial--Toxic--Relic--and Barren.  Gas Giants are also now colonizable.  Also added population cap research included in Sins Plus for both Gas Giants as well as Barren Planets and Astroids.

Starting Local Militias: The starting Militias will be changed and spawn based on the theme of the starting planet stated above.  TEC's on Tec Planets, Advent on theirs, and Vasari on theirs.

Planet Rebalancing: The following displays the method I will be using to rebalance the planets in the game.  Hopefully this will allow the planets to become unique without any of them becoming less important then the others.  Each planet has 20 points to spend among the 5 fields.

    20 Point System  
           
Point Cost Population Metal Crystal Civilian Tactical
Dry (0) 0 0 0 0 0
Very Low (1) 10/30 0/1 0/1 8/14 5/15
Low (2) 10/30/100 1/2 1/2 8/14/20 5/15/25
Med (4) 10/30/100/190 2/3 2/3 8/14/20/26 5/15/25/35
High (8) 10/30/100/190/300 3/4 3/4 12/18/24/30/36 10/20/30/40/50
Very High (16) 10/30/100/190/300/420 4/6 4/6 12/18/24/30/36/42 10/20/30/40/50/60
           
  Population Metal Crystal Civilian Tactical
Terran 8 2 2 4 4
Desert 4 2 2 8 4
Ice 4 0 8 4 4
Volcanic 2 8 0 2 8
Paradise 2 0 0 16 2
Urban 16 0 0 2 2
Forest 8 4 0 4 4
Old Naval Base 4 2 2 4 8
Toxic 1 0 16 1 2
Industral 2 1 1 8 8
Swamp 4 4 0 8 4
Barren 1 1 1 1 16
Relic 2 0 8 2 8
Savannah 4 4 4 4 4
Ocean 4 0 4 4 8
Gas Giant 1 8 8 1 2

Reorganized Research Techs:  With the introduction of the new Defense Research Tree, I will be reorganizing the techs to allow for a more eye appealing layout as well as redefining the trees that certain techs should be in.

 

 

Planet Abilities: Every Planet will have an ability available to all races to research along with an additional researchable ability for the race best suite for the planet type.  What this means is now instead of only being able to research the planest that your race best represents, you will be able to research abilities for every planet type, but you still recieve an additional researchable ability on your race favored planets.

White = Universial, Green = TEC,  Blue = Advent,  Orange = Vasari

Terran: Population Growth Rate (+33%,66%,100%)///Weapon Range (+50%,100%,150%)

Urban: fighters per squad for structures (+1,2,3)///Fighters per squad for Starbases (+1,2,3)

Paradise: Planet Upgrade Cost (-20%,40%,60%)///Culture Spread (+50%,100%,150%)

Old Naval Base: Weapon Cooldown (+33%,66%,100%)///Shield Restore (+50%,100%,150%)

Forest: Structure Build Rate (+33%,66%,100%)///Hull Restore Rate (+50%.100%,150%)

Desert: Chance to be hit (-10%,20%,30%)///Culture Spread (+50%,100%,150%)

Ice: Speed of enemy ships (-10,20%,30%)///Shield Restore Rate (+50%,100%,150%)

Ocean: Planet Bombing Damage Absorb (+20%,40%,60%)///Energy Weapon Cooldown (+50%,100%,150%)

Relic: Ability Cooldown (+33%,66%,100%)///Antimatter Cost on non-ultimates (-20%,40%,60%)

Savannah: Structure Build Rate (+33%,66%,100%)///Hull Restore Rate (+50%.100%,150%)

Volcanic: Damage for Structures (+33%,66%,100%)///Culture Spread (+50%,100%,150%)

Toxic: Damage for Mines (+33%,66%,100%)///Shield Restore Rate (50%,100%,150%)

Industral: Ship Build Time (-33%,66%,100%)///Hull Restore Rate (+50%.100%,150%)

Barren: Planet Bombing Damage Absorb (+20%,40%,60%)///Speed Increase for Ships and Starbase (50%,100%,150%)

Swamp: Structure Build Rate (+33%,66%,100%)///Weapon Range (+50%,100%,150%)

Five Strike Craft Per Race: 

Intercepter: When it comes to the dog fight there is no equal.  With unmatched speed and manuverability, Intercepters are by far the best strike craft to clear the way of fighters and provide valuable escort for bomber squadrons. (Real World Representation: Mig series Fighter)

Fighter: While the Intercepter is its greatest threat, the fighter is the greatest threat to bombers.  With the ability to severly disrupt any bomber offensive, they provide valuable protection for structures and ships.  (Real World Representation: F-series Fighter)

Light Bomber: Because it is classified as a light bomber, do not think that this craft is a pushover.  It is in fact the toughest and most heavily armored strike craft available, and it has to be, as its job is to take on anti-strike craft frigates and carriers. (Real World Representation: A-10 Warthog)

Medium Bomber: A heavy cruiser's nemisis.  The medium bomber can deliver ordinace that can turn even the heaviest vessels to clouds of debris.  Only moderately armored and relitively slow moving, these bombers can fall prey to enemy fighter formations if proper precautions are not taken.  (Real World Representation: B-52 Superfortress)

Heavy Bomber: Go big or go home some might say, and these ships definately represent that very idea.  While only somewhat effective against most vessels, these strike craft shine when brought up against massive targets like capital ships and structures.  (Real World Representaion: B2 Bomber)

Roles for Strike Craft Building Units:

Capital ships: can build all three bomber types, as well as fighters, which make them strong in many areas.  They can be powerful in assulting enemy planets and heavy vessels(medium and heavy bombers), can be strong against other fleets with large frigate numbers (light bombers) and can protect their own fleet against bomber raids from other capital ships (Fighters).  Their flaw is that fighters only provide a marginal amount of protection against other fighters as well an intercepters.  This is where the need for cruiser carriers come in.

Cruiser Carriers:  Unlike in vanilla sins, cruiser carriers are now more protectors of their own fleet then an assult force.  They can launch powerful attacks against enemy frigates and cruisers (light bomber), can protect against enemy bomber forces (fighter), but are also tasked in the protection of the capital ships bomber forces against the enemy providing needed strike craft to act as escorts(Intercepter).  Their flaw is that they are weak against structures as well as heavy vessels.  This is where the Capital Ship squadrons come in.

Hanger Defenses:  Like Cruiser Carriers, the Hanger Defense also provides the same protection toward the planet it surrounds.  Its light bombers can devistate enemy frigates and hult their attacks.  Its fighter squadrons can hult the attacks of enemy capital ship bombers against the orbiting structures, and its intercepter squadrons can be used to protect the light bombers against invading forces that are relying on fighter support.  Their flaw is they cannot provide a powerful punch against heavy vessels such as capital ships themselves.  This is where Star Bases come in.

Starbase:  Starbases provide the same protection that Hanger Defenses with one notiable difference between them.  The starbase can also be strong against the heaviest of vessels, such as capital ships and heavy cruisers, with its ability to build medium bombers.  This allows it to provide the final area of protection that hanger defenses lack in.

Error Free:  In making the mod error free, I was forced to make Gas Giants uncolonizable, as the research to make them colonizable was causing issues with the game engine and giving me the an error.  While many people did not have a problem with, it was causing crashes on some systems, and therefore was decided to remove it.

Planet Abilities now require Starbases:  Planet abilities now require starbases in order to access them.  Some might think this as restrictive, however, I feel it adds to the depth of the whole entrenchment experience.

New Changes for 2.5:

Dubbled Max Research Levels:Max levels of many of the research will be dubbled in order to further use of the mod into later stages of the game.  Along with the Increased Need for Trade described below, it will definately be of use into many more hours of play then usual.  Take note that both ship supply and capital ship max will also be effected by this, dubbling the amount of vessels you can have.

Increased Need for Trade and Foundries: There will be an increased need for trade and foundries within the game. No longer can you expect to run a powerful empire on just taxes and extractors alone and still drown yourself in spare credits and resources.  No longer will you merely laugh when your full entire fleet gets wiped because you can easily have another ready in mere moments.  No longer can you expect to complete all the research in a cupple of hours on a meager handful of world.

Reorganized Pirates: With the increased power given by the added technologies, pirates have become seriously dwarfed by the strength of the empires, but no longer.  Pirates vessels themselves will improve as the game moves on, and once again become a feared enemy in the galaxy, or a powerful tool if you have the credits.

 

 

 

 

 

 


Comments (Page 20)
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on Mar 01, 2009

SpardaSon21: for the Non-entrenchment version I will be leaving the other mods as they currently are until there is a system in place that will allow for different mods to be merged in game.

Astraia: For the most part graphical mods should remain fairly compatible.  Most updates concentrate on entity files, and because graphical mods can be built without using these files they should be fine.  Notice how I said should, as it is somewhat impossible to tell what the devs plan on updating in their next patch.  If a graphical mod reaches a point of being non-compatible then I will look into that when we cross that road.

As for other mods that effect areas commonly changed by patches, then the creators of those mods will need to make sure to keep their products updated.

Hawkmoon72: It has been an ongoing issue, and I am working diligently on a solution.  I have yet to come up with a reason for the problem or its source, as to whether it is the mods fault or the games.  If there were more mods for entrenchment out there then I could eliminate the game as a cause, but because I am one of the only ones I still cannot really be certain.

HAS ANYONE BEEN ABLE TO PLAY THE MOD IN MULTIPLAYER?  If someone has please let me know so I can further diganose what the problem is.

on Mar 01, 2009

This may have already been addressed but... Why is it that the civilian slots for very low, medium, and very high end on numbers that aren't multiples of four when all the Civilian structures take up 4 slots each?

on Mar 01, 2009

Ordian

 I installed your mod i just replaced the original directories for now with your new ones but every time I try running the game it crashes out.   I noticed you didn’t put any instructions in your mod is there something I’m missing? I did not over write the original I just renamed them for now. 

 One other question, I saw some place earlier and now I cant find it. but what file is it that you change so when the game starts you will see what the error msg is if it dumps?  there was also a line of text that was added if i recall.

on Mar 01, 2009

Darksxx: The mod needs to be placed in your mod directory and not your game directory.  What you need to do is remove the mod files, and put the organial files back into place.  When you go into the game, go into you options menu and then into your mods menu and click on the button that says Show Mod Path.  It will display where you need to put the mod folder.  When you put the mod into the folder that the game showed you, you then need to go back into game, activate the mod, and apply it.  You should hear a different opening theme song if you have done this properly.

To get the game you must edit your user settings file within the folder.  There is a line in there that says Show Errors.  Change the setting from "FALSE" to "TRUE".

Marcus_Aure: It was due to the system that I used.  Basically with each upgrade you give to a planet you get 6 additional civilian slots, which meant you could build 3 civilian structure per 2 upgrades.  Only providing 4 slots per upgrade was a little too underpowered, while 8 slots per upgrade seemed a little overpowered, mostly for the planets with many civilian upgrades.

on Mar 01, 2009

hey Ordian I just figured that out. I see they got the hotfix released and mods are now activiating.  nice.  I got the mod working now but i havent tested it with my other pc yet for the local lan. ill let you know what happenes.

BTW, I have combined my mod with yours, I have been working on a mod that adds Ion Cannons to the game. basiacally it converts the 3 main planet killer cannons to local Defense Ion Cannons. I persoanlly hate those planet killers. they take away a lot of the stratagy in the game of conquering.  let me know if you want to use them. im still tweaking them for the new addon. working out the new kinks but they do work great.

 

Thanks bro!

on Mar 01, 2009

Ordian 

 

Im in business, mine worked perfectly with my other pc on the local lan. 

on Mar 01, 2009

Darksxx: Very awesome you got it working.  The hotfix seems to have evaded many people due to the fact that it was release so close to the entrenchment release.  As for the Ion Cannons, I would have to look into them further.  Also, thanks for your report on the multiplayer test.  Helps me greatly

A side note to everyone:  I just went to filefront to see the number of downloads on the new entrenchment version, and I have to say............"HOLY S***!!!"  Less then 48 hours since the release of version 1.5 and already there are over 420 downloads! Very wicked!

on Mar 01, 2009

Ive tried a couple times to play multiplayer, and single player, with limited success.   Either my friends or I had to leave before the game was completed or something similar.   Havent had much chance as of yet.  However, while playing solo, i had one game freeze using the mod and a minidump, not sure if they were directly caused by the mod or not, and didnt have the presence of mind to write down the error codes.   Hope that's helpful.

on Mar 01, 2009

Well, the fact that you were able to connect with your friends on multiplayer is very helpful information indeed.  Without further information on the game freeze and minidump I cannot be sure that the issue lies with the mod or the game, but it does let me know that there is a "possible" problem.  Thanks for the report.

on Mar 01, 2009

annatar has made a conversion of bailknight effects for entrenchment, but if you try to use both mods (your and bailknight) the second one overrides volumetric explosions part of your mod -.-

on Mar 01, 2009

Yep, which is the problem I am having in including both mods in the latest entrenchment release.  I am currently working on this.  Thanks OWA for the heads up

on Mar 01, 2009

i made a way to have both... i removed from your mod all the files linked to visual effects except ones needed for explosions (i've removed those ones from the bailknight mod). then i started using both mods (thanks to new mod system ).

i've made some tests using the developer's exe ('cause i was also translating things related to in-game menues) and it seems to work!!!

on Mar 01, 2009

I am also have similar success.  I have been working on consolidating the files in the mod and removing the graphic mods and files that are unchanged in order to cut down on collision of files between mods.  So far I have reduced the download of the mod from 250mb, to a whopping 98mb, and have tested the graphical mods along with it in game and they do work as long as they are in a spacific order on the list. (First is Mad Scientist, Second is Bailknights, and third is Volumetric Explosions).  When I release the consolidated version of the mod, I will offer links to these mods and explain what priority these mods should have in order to make them work correctly.  As of now I am mainly waiting on Mansh00ter to release his entrenchment version of the Volumetric Explosions so I can test this further.

Ordian

on Mar 01, 2009

are you sure he's going to do it?

on Mar 01, 2009

Why do people think that us vanilla people have the manifest system!!!

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